- paper/pnas -> paper/manuscript (venue-neutral)
- configs/layer1 -> configs/inheritance, src/knowledge -> src/inheritance
(imported as `inheritance`), make layer1 -> make inheritance; layer2 alias dropped
- inheritance and trained-network bundles named after the manuscript figure
they feed (fig2_grounding_sweep, figS3_rebaselining, ...), or descriptively
where they feed none; configs keep their `experiment:` value so parquet
hashes are unchanged, only output.dir moves
- figure scripts, SI figure sources, notebooks, REPRODUCING.md, README and the
SI Methods/tables updated; make clean no longer deletes tracked manifests;
reproduce.sh hashes the s{seed}/ layouts too
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y64o8FKP7rCuXzC48pxpMm
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| figS12_quality_diversity.pdf | ||
| figS12_quality_diversity.png | ||
| manifest.json | ||
| README.md | ||
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E5 — Quality-diversity selection preserves diversity where greedy selection destroys it
Claim tested: if each generation you select which outputs to keep, does chasing the "best" outputs (greedy) accelerate collapse — and does rewarding novelty instead prevent it?
Setup (Layer 1, pure math). K = 500 items, Zipf truth, n = 200, 400 generations, 100 repeats,
all arms given the same grounding. Three selection modes: none (grounding only, no selection),
greedy (keep the fittest — highest-p* — items), and quality-diversity (QD) (a novelty
bonus w_i ∝ f_i · p_i^{-α} that up-weights rare items). The novelty exponent α is swept over
{0.5, 1, 2}.
Symbols
- greedy — select toward the fittest/most-probable items (directional pressure).
- QD (quality-diversity) — select for fitness and novelty;
α= strength of the novelty bonus. Hdiversity; support = number of distinct items surviving.
The three panels
- Diversity trajectories.
Hover generations: red = greedy (crashes toward ~0, i.e. fixation on a few items); orange/blue = QD atα = 1, 2(holds a high plateau); green = none (reference). Greedy selection is a second collapse engine on top of drift. - Novelty dose–response. Stationary
Hvs the novelty exponentαfor QD (orange dots), with greedy (red dashed) and none (green dashed) as reference lines. QD sits above greedy for everyα, and rises as the novelty bonus strengthens. - Surviving items per arm. Stationary support (number of distinct items alive) as bars: greedy is
lowest; QD arms keep progressively more items alive as
αgrows; none is the reference.
Takeaway
Optimising only for "what looks best" (greedy) collapses the population onto a handful of winners; a
novelty-rewarding, quality-diversity objective actively re-introduces and holds the tail. Key
numbers: greedy H ≈ 0.01 (near-total fixation) vs QD H ≈ 0.48–0.88 rising with α.
Falsifier (not triggered): if QD's stationary H had been ≤ greedy's, quality-diversity would be
doing no work.